Hiya fellow Zbrushers, as some of you may know Dungeons & Dragons DaggerDale recently released for Xbox 360 and PC on May 25th with the PSN version following shortly. I'm happy to say I've been given permission to post some of the character work I've done for the title. I'm honestly very proud at how the title and our work as a team turned out in somewhat short development cycle.
If you haven't yet do pick up the game and let us know what you think, we're listening!
Hope you enjoy the below, any questions please don't hesitate to ask.
And there you have it, I'll see if some other artists will post up there work here as well. Thanks for looking.
Hi again peeps, thx much for the interest and comments! Here are a few more images; The Zhent Male textured with polycount and the stages of the Rockfist Smasher, which was pretty tough to achieve since all three stages had to fit nicely together at full form while covering all the damage. I'm really happy with the way he turned out and wanted to show that progression.
Also I had some ask how to achieve the scale armor for the Dragonborn. It's actually pretty straightforward I think.
Here are the steps relatively in this quick example:
1. You would need to unwrap your geometry, for the armor I used Zbrush UVMaster since it was quick and very efficient, but you can use any app.
2. Here is the unwrapped preview.
3. Load your mask and open the masking panel then Mask by Alpha
4. Here's the default alpha mask based on the angle of the UV's from Figure 2.
5. Here's the tile-able alpha I created in Zbrush. I had to adjust the H/V tiles to reduce size.
6. Open the deformation panel and inflat by a favorable value.
Additional if you want even more control, you can save the UV's as a texture from Zbrush and place the alpha precisely the way you want it in Photoshop. Load that texture up as an alpha (as seen) and repeat step 3.
Tip: Store a morph target so you can paint out any errors and make room for additional details such as the trim in the Dragonborn's armor.
Hope this is clear and helps.
And here's the scale alpha, unfortunately it's not perfectly tileable but it gets the job done for sure.
Great execution on these for the most part, the game rez textured do look a little flat as mentioned, but that could just be presentation. My other concern are the concepts, and aesthetic here, it's not very interesting or pretty in my opinion. The dwarf, elf seem really uninteresting and ugly.
I think the elf and the creatures are a strong point in your work. The dwarf seems lacking in character and I find it a little odd that he has a relatively clean shirt while his apron is chalk full of dirt.
Overall brilliant stuff! I'm looking forward to picking daggerdale up when PSN store is back up.
I did the best I could to tile the scales, it was definitely a challenge.
@achillesian: Cheers, yeah I've learnt quite a bit of new tricks since I made these, so hopefully that would show in our nice title. As for the designs well those are the ones approved
@Allan-p: Thx much for the comments, appreciated. And really big thx for the scale alpha fix
I'm an FX Artist at Bedlam games, and here is a quick preview of some of the effects used ingame. Our FX team for Dungeons and Dragons contained of only 2 people, all done in a fairly short production cycle.
Replies
Also I had some ask how to achieve the scale armor for the Dragonborn. It's actually pretty straightforward I think.
Here are the steps relatively in this quick example:
1. You would need to unwrap your geometry, for the armor I used Zbrush UVMaster since it was quick and very efficient, but you can use any app.
2. Here is the unwrapped preview.
3. Load your mask and open the masking panel then Mask by Alpha
4. Here's the default alpha mask based on the angle of the UV's from Figure 2.
5. Here's the tile-able alpha I created in Zbrush. I had to adjust the H/V tiles to reduce size.
6. Open the deformation panel and inflat by a favorable value.
Additional if you want even more control, you can save the UV's as a texture from Zbrush and place the alpha precisely the way you want it in Photoshop. Load that texture up as an alpha (as seen) and repeat step 3.
Tip: Store a morph target so you can paint out any errors and make room for additional details such as the trim in the Dragonborn's armor.
Hope this is clear and helps.
And here's the scale alpha, unfortunately it's not perfectly tileable but it gets the job done for sure.
Cheers!
~t
Overall brilliant stuff! I'm looking forward to picking daggerdale up when PSN store is back up.
I did the best I could to tile the scales, it was definitely a challenge.
@Allan-p: Thx much for the comments, appreciated. And really big thx for the scale alpha fix
thx guys
~t
Hot Stuff!
I'm an FX Artist at Bedlam games, and here is a quick preview of some of the effects used ingame. Our FX team for Dungeons and Dragons contained of only 2 people, all done in a fairly short production cycle.
So here you go!
Enjoy
[ame]http://www.youtube.com/watch?v=qoXFeBmzoNw[/ame]